World & exploration

The world is a grid of nodes, each a place with occupants and things.

  • Discovery. Not everything starts visible. search, forage, survey, or look can uncover hidden items and make them legal targets.
  • Mobs. Creatures follow their nature: herbivores browse, carnivores hunt. Defeating one usually drops things to collect or craft with.
  • Things. Items grant passive power while carried and combine through crafting.

World bosses & endless progression

Worlds form a chain of tiers, linked by portals on the safe haven.

Each world is guarded by a World Boss; the portal onward stays sealed until it falls. The deepest world is the frontier. Slay its boss, and the hero who lands the killing blow earns a one-time right to meditate world ! <vision> and forge the next world from their imagination. Every frontier conquered births the next. The chain never ends.

Survival & return

Death isn't the end, but coming back costs something.

  • To return, the voters choose meditate live ! <reason>. The reason must feel sincere within the fiction; it faces the same AI judge you can try in the growth chapter.
  • The experience cost equals the hero's current level. Can't afford it? The death sticks.
  • Permadeath is possible. Bank experience before you court danger.